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Author Topic:   Driving Me Batty
FoxBat
Moderator

Posts: 1288
From: PA, USA
Registered: Feb 2001

posted 14 March 2002 19:53     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat     Edit/Delete Message   Reply w/Quote   
I'm trying to replace the bats with gargoyles (excellent idea whoever made that plugin, never thought about their similar still-hiding regen behavior ) The stock plugin works well enough, but I want to play the full animations in D2. They are currently truncated to the shorter animation lengths of the bat. So I edit AnimData.d2, and put in a .cof with plenty of frames (Blunderbore's dying), but if I move AnimData.d2 even 1 frame over the original count, I get an ECOMPONENT > NUM_COMPONENT error. It works fine with the COF and no AnimData change, but any AnimData change gives me problems. I tried using the bat's own 2nd attack animation in other places since it has sufficient frames, but that isn't working either. It was alot easier for me to get Knights working anyway...

From my earlier testing with snake demons, I had surmised that COF controled the # of components to be displayed, if the slot allowed for it. For example, snake gfx in the mishappen slot do not display that "Charge-up" lightning animation before the missile is shot. But if you put a mishappen COF into the snake gfx, they do show the lightning animation. The problem is my COFs do not seem to be affecting the bat demons' lightning attack (for the attack2 and dying animations there is a bit of lightning, and this is a seperate component) I had thought that a 1-layer COF for the animation would disable this S8 animation.

Now either I'm misunderstanding something about COFs, or it's like the game is ignoring my COFs (which i've triple-checked to have the proper name and sub-directory) Does anyone else have experience with bats in particular, maybe something is special about the BT key?

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Myhrginoc
Honorary Warlord

Posts: 633
From: Percussion U
Registered: Dec 2001

posted 16 March 2002 22:55     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc     Edit/Delete Message   Reply w/Quote   
The game doesn't ignore COFs, since when I was missing one I got this error:

quote:
FileReadError
Location: D2Hell\SRC\Archive.cpp, line #59
Expression: DATA\GLOBAL\MONSTERS\77\COF\77RNhth.COF

But there are a quite a few structures in a COF file, between the frame info bytes up front and the first DCC call, that I have not derived a pattern for yet. Also it turns out there is something of a pattern for the bytes that appear after the frames/direction byte in the AnimData.D2 records. For the discussion following, I refer to offsets from the first byte of the COF string, that first byte being Offset 0.

Almost all animation records have a nonzero entry at offset 12 or offset 13. Since offset 13's value is always 1, I suspect those two locations are the low-order bytes of a dword. The only records without a value here are two modes of an unused object and the DD mode of...the Compelling Orb???

Many times, but not always, the GH mode has a 1 at offset 16.

There are always additional nonzero bytes for the offensive modes (A1, A2, SC, S#, etc.). Most of these bytes are between offset 20 and offset 25, but the range is from 16 to 34. Some monster and many character records have more than one such nonzero byte. I saw no such values for passive modes (DD,DT,NU,WL).

I will need to keep looking for what these patterns might represent.

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"Welcome to Kurast, traveler. Few come willingly to this ancient city anymore. I hope you brought your wits with you, for sanity is in short supply here." -- Hratli

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